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vsim

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Everything posted by vsim

  1. BTW, I was just thinking, we should probably move the music talk to another thread so as to keep this one for it's original purpose, lol. Maybe Fan Works would be the best place for this?
  2. Yeah, Angel voice is C9+5 x32033 or x3x033 not sure which one I like better yet. G5 320033 Am7? x02013 Fsus9 xx3013 And a Dsus4 shows up in there very briefly a few times xx0233, usually just before "Angel Voice" is sung.
  3. I'm using Finale Print Music, but I think it's like $90 or maybe it was $50. I've heard Guitar Pro is also very good, but I haven't tried it. I think I may have gotten most of the kinks that were confusing me out of Angel Voice (Tenshi no koe), I'll send what I've got when I get around to writing it on something other than scribbled notes .
  4. Yeah, I'm not in the best area unfortunately, but the job keeps me here in Virginia (I work at NASA, still trying to convince them to build transforming aircraft but to no avail so far ). I'd love any Tabs, etc. you've got, I'm been writing up some of the songs I've been working on as well since I haven't been entirely happy with the online ones. I've got the acoustic version of Remember 16 done pretty well, and I'm still semi working on My Soul For You on my acoustic as well. And I've messed with "Ninjin loves you yeah!" just a tad for the fun of it, lol. One of these days when I get the courage up, I'll post a video or audio clip of what I have so far.
  5. A little late to the party, but I'm game!
  6. Are there any other musicians in the Hampton Roads area of Virginia who might be interested in getting together to play Macross music (or just Anime in general)? I live in Yorktown and would be happy to get together with some folks and attempt some songs? I play Acoustic and Electric guitar (still pretty new at it) and used to play Saxophone. Anyone interested or know where I might find folks who are?! Thanks! Jason
  7. lol, I was wandering through the forums and ran into a reference to my own game, woot! lol. I still haven't incorporated any models into the game yet, lack of time for like 6 months straight has hit me and I REALLY want to get things moving again. I'm hoping sometime this month to get my initialy cut at the control system for the VF-1 done and then HOPEFULLY get a model to dink around with and try to manipulate it. So I'm not quite ready for a model yet, but I'll be begging when I am, trust me
  8. Try this site, follow "Fire Bomber" then "Guitar Tabs" http://seventhmoon.org/macross/main.php
  9. Been working on that for years. http://valkyrie.sourceforge.net click source, then download, win32 executable is there. It's a simulation, not so much of a game, i.e. it's not way oversimplified. Be warned, it's not much. I haven't had time to work on it lately, been busy as usual. But going to get back to it in a few weeks and hopefully start working on Gerwalk mode by the end of the year, I HOPE!
  10. Okay, I managed to get this done this weekend, very nice work, thanks for the images, etc! My version of the software was slightly different, but the instructions still worked great =). Thanks! I was getting tired of having to switch regions on my DVD player to watch it, lol.
  11. Verion 0.1.2 is up, here are the changes: 05/20/2006 - Jason Version 0.1.2 changes include: - Nz (G loading) is now displayed on the VF-1 HUD. - Mass Balance adjustments so that the VF-1 stays more neutrally balanced as the wings sweep aft. This allows the VF-1 to operate at lower throttle settings. - A bug was fixed in the rate limit code in the filters. The surface actuators for all aircraft will now be correctly limited to the specified maximum rate. Details are the same for downloading it, just download 0.1.2 now instead of 0.1.1. See the first message on this thread for info.
  12. According to the link, DVD Decrypter is no longer available. (http://www.afterdawn.com/software/video_so...d_decrypter.cfm). Is there any other software that can be used to do the same thing? Looks like I got on this boat WAY too late,
  13. Sweet, I've never done a FS mod, but that looks nice . If you need help with a VF-1 model (or whatever else we've moved on to at the time), come bug us over at http://valkyrie.sourceforge.net, maybe we can get some sorta collaboration going Keep up the good work!
  14. Yeah, there are a few up on the site, but there's not much to see, 99% of the work has been done in modeling the aircraft itself. So there's not much pretty to look at *sigh* one day . The nice screenshots on the site were old concept models someone did for us a while back. Here are the most recent screen shots: http://sourceforge.net/project/screenshots.php?group_id=3429 The 0.1.1 VF-1 HUD is the most recent.
  15. Really, the only parameter now that it will ignore form the pilot is the throttle. And with my recent change to allow the control laws to automatically ramp up engine thrust when you call for more of a moment than the thrust vectoring can provide at your current throttle setting, I may be able to relax the 10% thrust limit, that's a bit of a left over from the previous way the control system worked where it couldn't easily override the throttle. So I may very well go back in there and allow the throttle to come back even further, back to maybe 1% or so. That would also allow it to slow down much easier, right now it is hard to slow down for landing (there IS a gear model in the game by the way, lol). The intent was that flaps and slats would be deployed for landing, but that isn't implemented yet. Raptor, if I'm still missing your point, send me a PM and we can discuss it
  16. Also Vsim, as a personal request, can you design the cockpit of the VF-1 as an add on to the realism of your flight sim and do you have a chase view of the VF-1 in the works so we can toggle back in forward between cockpit and chase views? 395656[/snapback] i dont think he(i speak in generalities) even has a model for the VF-1 from what i remember. what i would realy like to see is the return of simguild. Simguild was a multiplayer combat flight simulator using bi/tri-planes... it was vary fun and the servers could hold well over 100 players. im wondering if a multiplayer version of this could be made in the same fashion, simguild wasn't all that complicated, even in its final version the terrain consisted of a small number of features, something like 6 airfields(brown boxes) with hangers(gray cubes with a hole going through it where the planes spawned) maybe some trees and houses 395721[/snapback] Yes, that is correct, there are no graphic models at the moment, the ground is pretty much it. It's hard to find modelers who will to work for free . Yes, multiplayer will definitely exist, I've got a developer on the team whos specialty is networking and once I get the fighter mode to the point where it's usable, I'll start harassing him to see what we can get done. And yep, likely early on it will be very basic and just have some generic terrain and a small area to fly around in and chase each other and eventually shoot each other.
  17. BTW, thanks for looking at it folks, I know it's not much to look at yet, but people looking at it and asking questions is a good motivator and makes me want to work all the more on the project, so keep the questions, comments, concerns, feedback, whatever coming, I'll try and keep up . I can't wait to start working on Gerwalk mode so I can get myself all confused again in the mess that is keeping the thing from falling all over the sky.
  18. Without the control law there, it is "crazy unstable", the only control for pitch is thrust vectoring, so that loop is ...quite important . And the control law I've programmed in is the "fly by wire computer", it is the reason it is taking me so long to get the thing to fly well, i.e. like a pilot would really want it to behave, pulling high pitch rates at high speed would pretty much kill the pilot instantly, and I'm pretty sure they wouldn't want that . I can probably throw in a flag later to disable the control laws and you would see just HOW horrible it flys without it, it is uncontrollable without the control laws running. The aircraft with the wings swept all the way forward (they sweep automatically now), is very close to neutrally stable, i.e. it is almost perfectly balanced. As the wings sweep back, though, I don't quite have it balanced as well yet (working on it), although it's pretty good now, just not exactly where I want it. And pulling 9-10Gs at M 2 is a mega-maneuver , the thrust vectoring is working pretty hard to get that, there is a lot of resistance to the aircraft changing pitch angles at that high of a speed (large dynamic pressure). Now once, the space flight comes around, the controls will be written to allow the aircraft to spin around fast because there is no aerodynamic loading, so it can pretty much spin around fast all the time, but I haven't started that part yet. BTW, thrust full forward is currently FULL overburn mode, which can't be left on for any real length of time, but it currently does not keep track of that. Supposedly overburn is good for, what...2-3 minutes, maximum? 50% throttle is full military power. jorawar_b, no, it will not work with Microsoft Flight Sim 2004, sorry. It's currently just a stand alone program. When I get the VF-1 working in all modes, I'll move on to the next aircraft, and the VF-4 IS on the list. I'm trying to put more time into this project, but unfortunately, it doesn't pay the bills and I don't have an infinite amount of spare time, and the nature of how I am doing this makes it pretty hard to do. The whole program has been built up to realistically simulate the aircraft as best as I can estimate how it would behave. I started by generating F-14 aerodynamic data, which was a big undertaking, then modifying it to remove the stabilizers since the VF-1 doesn't have them, then had to model the VF-1 engine, add a control law so it would behave as the pilot commands, etc. etc. It's a mini flight-test program in sim land, lol. But it's fun . And believe it or not, it's slowly picking up steam (for those of you who have watched it move ever so slowly over the years). Thanks for the comments guys, I'm making notes
  19. Yes, I do plan on adding weapons, but I still need to get fight mode working well, then move on to the next phase, for which I may throw up a poll here to see what is wanted. I can bump up the roll rate of the system quite a bit still, but havne't messed with it too much, the longitudinal system (pitch) has been consuming most of my time since it's the most difficult. The washout filter on the rudder is still a little sluggish at times though, it needs work
  20. Yes, you can stall it, but it's difficult, the system doesn't let you cut the throttles to zero because it will lose ALL pitch control if there is no engine thrust (no stabilizers). So, at 10% throttle, it deploys the speedbrakes instead and limits the throttle to 10% minimum. I may revist that and see if I can bring the throttle down to zero. And the altitude you are looking at is in meters, not feet. Keep climbing, it WILL run out of airspeed (EAS on the left), and the engine thrust will drop off as it climbs because of the decreasing ambient air pressure. Note that G's aren't shown on the HUD, you are pulling a lot of g's when you pull full back, it's just not shown, the control system is a Nz/Q type (C*), so at high speed, if you are pulling back, you are likely getting 9-10 Gs since Q is so slow at that speed. It is hard to turn quickly at high speed, this is why most dog fights happen < Mach 1, what they really want is turn rate, not G loading. I just ran a test, and I get 8.5-9Gs at Mach 2.0 with full aft stick. I'll add that to the data recording and the HUD so it's more visible for the next release This is a simulation of how it would perform based on the stats, and some estimation, based onRoskam, and the USAF Digital DATCOM, and whatever else I could estimate from .
  21. A new release is available on the sourceforge site. The VF-1 fighter mode is now MUCH more well behaved, at least longitudinally. Lateral control still needs work, but it's a big improvement. Other big changes - Thrust vectoring angles now appear on the HUD - ESC now exits the program correctly and does not leave the program hanging, i.e. hard to quit. - VF-1 now much more controlable. Go here to get it: http://sourceforge.net/project/showfiles.php?group_id=3429 If you just wanna run it, download vsim-0.1.1-win32.zip, unzip it any old place and look in the documentation directory for info. Please report any bugs you find, or give me any comments you have, I get very little feedback on this and would love more people ot look at it and give me thoughts . Send me email off the main site (http://valkyrie.sourceforge.net), report a bug through the bug tracking tool (http://sourceforge.net/tracker/?atid=103429&group_id=3429&func=browse), or send me a message here . Jason ChangeLog (diffs between 0.1.0 and 0.1.1) 2006-04-30: (vsim-0_1_1) * .cdtproject New targets added for the VF-1 FF2001 engine test/table buildup. * configure.in Version updated to 0.1.1 * main.cpp Added code to change for SceneManager termination as an exit criteria. Previously, if ESC was pressed, the SceneManager/OSG code would quit running but the main program continued running. ESC will now properly exit the main program. * graphics/SceneManager.h Added isDone() method that returns if the graphics have received a command to exit (currently the ESC key). * graphics/SceneManager.cpp Added code that does not use the default set of OSG viewer settings. It has been commented out for now, however, until a keyboard handler is added. * graphics/models/generic/GenericHud.h Moved the VectorFont object to the protected section so it can be used to draw vector fonts in derived graphic objects. * graphics/models/Macross/VF1/Makefile.am Added the VF1Hud class * graphics/models/Macross/VF1/VF1Graphics.* Switched to a VF-1 specific HUD instead of the generic HUD * graphics/models/Macross/VF1/VF1Hud.* Class containing modification for the VF-1 specific HUD. This class derives from Generic Hud and displays the left and right thrust vectoring values in the upper right corner. * models/F14A/F14AAero.h Added mutator for Cm due to Mach. putCmMach(). * models/F14A/F14AAero.cpp Added recording of aerodynamic forces/moments Added a temporary limit to induced drag. Updated the pitching moment due to wing sweep. * models/generic/Test/.cvsignore Added test executables to ignore list. * models/generic/Test/FF2001Test.cpp New test to create a table of thrust and drag values for the FF2001 engine. * models/generic/Test/Makefile.am Added FF2001_test as a extra program. * models/interfaces/Macross/VF1/VF1ModelInterface.cpp Added left and right thrust vector values. * models/Macross/VF1/FF2001.* New class. This class performs a table lookup to determine the thrust output and ram drag of the FF2001 engine. * models/Macross/VF1/Makefile.am Added the FF2001 class. * models/Macross/VF1/VF1.* Switched to the FF2001 class for engine modeling. Added accessors to the left and right thrust vector positions. Added rotations for the left at right engine thrust vectoring. Added data recording of engine forces/moments. Modified CM location as a function of wing sweep. * models/Macross/VF1/VF1Aero.cpp Added a term to reduce the pitching moment coefficient due to Mach number. This greatly reduces the Mach tuck problem for the VF-1 since it does not have glove vanes. * models/Macross/VF1/VF1ControlSystem.h Added mutator for Qbar. Modified accessors to PLA to return a normalized throttle instead of in degrees. * models/Macross/VF1/VF1ControlSystem.cpp Added limits to the C* error integrator to attempt to prevent wind-up. Modified the longitudinal control law to command C* through more speed ranges. Previously, the gains were only tuned for lower speed. The VF-1 should have a much harder time flipping end over end as in the previous version. The longitudinal law now commands the vectoring angles directly instead of through the z thrust value. The previous version had problems where the Z thrust command was not high enough to obtain the value of C* commanded. A section was added to the longitudinal law to allow the engines to automatically throttle up if the law calls for more torque than is available at the current throttle setting. This should help the aircraft to behave when the throttle is brought back to idle. Lateral gains were modified to vary with Qbar and should no longer jitter at high speed due to too high a gain. * models/toolbox/math/Integrator.* Added limits to the integrator. The limits may be set through the putLimits() method. * models/toolbox/utilities/Constants.h Fixed a comment for temperature constants.
  22. Trouble is my middle name . I do real aircraft/spacecraft sims for a living, and believe it or not, this is actually easier than real life because I don't have to worry about noisy sensor inputs and having to filter every data point that comes in. I'm doing this cause I love Macross and I have the know how....unfortunately time is always the issue...I can't even imagine how I'll find time when I have kids some day . And I'm always looking for help, especially in the graphics department, my specialty is math, simulation and control systems, NOT graphics, lol. And I can guarantee that I'll still be cranking on this, unless something really bad happens. In fact, I'm hoping to have a much more reasonable version flying soon than version 0.1.0 that is up now. I had to rework the FF2001 engine because the thrust model I was using wasn't linear with throttle, and my control system really needs to get into the thrust loop so that I don't excite a phugoid mode due to loss of thrust during maneuvers (translation, need to keep aircraft from slowing down too much when you pull back on the stick, bad things happen, lol). I love this kind of stuff Oh and JGrizzle, sorry for getting off topic .
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